Lizardfolk, Emerald Thorn (3.5e Race)

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Typically dwelling in the dense jungles in the south and western portions of Alabar, these smooth green-scaled lizardfolk tend to be somewhat reclusive. With gripping pads on their hands and feet, as well as a flexible tail, they scale the trees in their homelands with ease, their varied green coloring hiding them in the foliage. Older emerald thorns also develop a color-changing ability and even poisonous skin to futher thwart enemies. Their large round eyes give them excellent vision for hunting among the branches at night.

Though usually aloof, Emerald Thorn Lizardfolk are typically friendly when confronted with traders, but have been known to attack if the tribe is hungry. In soceity, Emerald Thorns act in a similar fashion to halflings and gnomes, seeing everyone as a potential friend or trading partner.

An average Emerald Thorn stands from three to four and a half feet tall. An Emerald Thorn has a monitor-like skull, but with a slightly shorter snout. Sharp, serrated teeth line either jaw, with a thin, flexible tounge inside. Their eyes can be any colour-from yellow to purple, and everything inbetween. They have green, brown, or yellow scales on their backs with lighter colours on their undersides. An Emerald Thorn typically has a yellow-green frill running down the back of its head, this frill is supported by three bony spikes that protrude from the skull. The crest is usually orange or yellow, but it varies between each one. An Emerald Thorns limbs are universally thin, regardless of actual strength. Every hand has a single large, flexible scale on the back with thin, nimble fingers protruding. The legs are double-jointed. When fully extended, the Lizardfolk can reach heights of up to five and a half feet tall. The tail is thin yet strong, often twitching back and forth when the Emerald Thorn is not using it. Some have even trained to use it to hold a third weapon.

Lizardfolk usually get along with most other races unless provoked. Emerald Thorn relationships usually get off on the wrong foot with people who have already met with their larger, more savage cousins.

Natural Armor: An emerald thorn's scaly skin provides it with a +2 natural armor bonus to its Armor Class.

Tail: An emerald thorn's tail gives it exceptional balance, and a these lizardfolk gain a +4 racial bonus on all Balance and Jump checks.

Camouflage: Emerald thorns coloring, varying from bright green to mottled brown, provide them with a +2 to Hide checks in forest and jungle environments.

Lowlight Vision: An emerald thorn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Awkward Build: Due to their tails and posture, emerald thorns must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)

Languages: Common and Draconic. Bonus languages: Terran, Elven and Sylvan.

Weapon and Armor Proficiency: Lizardfolk are proficient with all simple weapons and shields, as well as short bows.

Natural Weapons: A 1st level emerald thorn can attack with its natural weapons, 2 claws (1d3) and a bite (1d3) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.

Chameleon Skin: At 1st level, an emerald thorn is able to alter his skin color to better match surroundings, gaining a +2 bonus on Hide checks. This improves to +4 at 3rd level. This bonus stacks with the emerald thorn's Camouflage ability. In addition, by taking a -10 on the check, an emerald thorn may hide without any cover or concealment, as long as three is a surface to blend in with. This ability is only effective against creatures more than 10' away. An emerald thorn may still not attempt to hide while being observed.

Poison: At third level, emerald thorns begin producing a toxin in their skin as a natural defense. Any creature inflicting damage with a natural weapon on these lizardfolk must make a save or take 1d4/1d4 Dexterity damage. The DC of the save is 10 + 1/2 Hit Dice + Con bonus of the lizardfolk. As a standard action, an emerald thorn may envenom a piercing or slashing weapon by cutting his skin, taking 1/2 of the weapon's unmodified base damage in the process. The poison remains potent for 10 rounds, and the lizardfolk are able to handle their own venom without risk.

Prehensile Tail: At fourth level, an emerald thorn is able to use his tail to grasp objects. In addition to the aid it already gives in climbing, this enables the lizardfolk to pickup an item without provoking an attack of opportunity, and gives a +2 on Grapple checks. They may also hang from precarious positions by their tail, allowing them to have both hands free. They must still use at least one hand when climbing.